Auto-Defense
Q: Turrets not refilling automatically?
Check in order:
1. Press Alt+G - system must be ENABLED (or enable "Auto-Enable on Combat")
2. Press Alt+N - turrets must be within the green square
3. You must have compatible ammunition in your inventory
4. Laser turrets don't use ammo
5. Settings - Per Player - verify turret type is enabled
Q: I just placed a turret and it stays empty?
The system fills empty turrets automatically - the default threshold is 5, meaning any turret with fewer than 5 rounds (including 0) triggers a refill. If it doesn't fill, check the points above. Also note that the system scans a few turrets per cycle (default 5), so with many turrets placed at once it may take a few seconds to reach all of them.
Q: System delivers wrong quality ammo?
Settings - Per Player - Ammo Quality Priority:
- "Best Quality First" = uses legendary/epic first
- "Worst Quality First" = uses normal quality first (saves good ammo)
Q: Why uranium rounds when I have basic magazines?
Settings - Per Player - Ammo Type Priority:
- "Best Damage First" = strongest ammo first (uranium - piercing - basic)
- "Worst Damage First" = weakest ammo first (saves expensive ammo)
Q: What's the difference between Combat Priority Mode and Auto-Enable?
- Combat Priority Mode changes WHICH ammo to use (best in combat, your settings in peace)
- Auto-Enable on Combat turns the SYSTEM on/off based on enemy presence
You can use both together, one, or neither.
Q: Artillery turrets empty but not refilling?
Artillery has separate settings. Check Settings - Per Player - Artillery: Refill Threshold. Default is 1 (refills when completely empty).
Q: Too many turrets, game lags?
Settings - Global:
- Increase "Scan Interval" from 60 to 120+ ticks
- Decrease "Max Per Scan" from 5 to 3 or less
- Enable "Adaptive Scan" to auto-adjust based on combat
Ammo and Warnings
Q: "Auto-Defense paused: Termites loaded" warning?
Auto-defense only works with Nano Constructors. If termites or other ammo is loaded in the nano-emitter, the system pauses. Switch to constructors to resume.
Q: "No nano charges! Insert ammo" warning?
The nano-emitter is equipped but the ammo slot is empty. Load nano constructors or termites.
Q: Warnings are too frequent / annoying?
Settings - Per Player:
- Set warning threshold to 0 to disable low charge warnings completely
- Adjust warning interval (10 sec / 30 sec / 1 min / 2 min / 5 min / off)
- Set wrong ammo warning interval to 0 to disable
Nanobots and Roboports
Q: Nanobots don't work when I have regular robots in inventory?
This is controlled by "Disable nanobots in logistic networks" setting (Settings - Global):
- Enabled (default) - nanobots don't work when regular robots are available
- Disabled - nanobots always work regardless of regular robots
If the setting is enabled, you can still use nanobots by:
1. Toggling off your personal roboport (Alt+F or shortcut bar button)
2. Removing robots from inventory
3. Disabling the setting
Q: I toggled off my personal roboport but nanobots still don't work?
Make sure you're using the in-game toggle (Alt+F or the button in shortcut bar), not removing the roboport from armor. The system checks whether your personal roboport is toggled on/off.
Q: What about stationary roboports?
If you're standing in range of a stationary roboport with construction robots, nanobots won't work (with "Disable in networks" enabled). This is intentional - let the stationary robots do the work.
Remote View and Space Exploration
Q: Nanobots stop when I use satellite/remote view?
Fixed in v5.8.2. Nanobots now use your character's physical surface and position. They continue working around your character while you view other locations remotely.
Q: Visualization square disappears during remote view?
Fixed in v5.8.2. The square now renders on your character's physical surface and stays in place during remote viewing.
Q: Does this work on Aquilo / Space platforms / Space Exploration?
Yes. All planets, platforms, and SE surfaces are supported.
Roboport Interface
Q: What is the Roboport Interface?
A special combinator (Logistic Network Interface) that lets you automate tasks using signals: chop trees, pick up items from ground, place tiles, deconstruct empty mining drills, catch fish. Connect it to your roboport network and send signals to trigger actions.
Q: What is "Reserve robots %" setting?
This setting is for the Roboport Interface feature only. It controls how many regular construction robots (NOT nanobots) to keep free in your logistic network:
- 0% = interface can use all robots
- 50% = keep half free for normal construction/repair
- 100% = don't use any robots (interface disabled)
This has nothing to do with nano-charges or the nano-emitter.
Visualization
Q: Why is the working area a square, not a circle?
The nanobot system searches a square area (for performance). The visualization accurately shows this square zone. Entities in all corners are processed.
Q: How do I see the working area?
Press Alt+N. A green square will appear around your character showing the nanobot range.
General
Q: How is this different from regular roboports?
Nanobots work anywhere without a logistics network, follow the player, support auto-defense, and require ammo. Roboports are stationary, have larger range, and don't need ammo.
Q: Does quality affect nanobot range?
Yes. Higher quality ammo = larger range. Normal is the base range (7-15 tiles depending on ammo type), and each quality tier adds +10% range.
Q: Is this multiplayer compatible?
Yes. Each player has an independent nanobot system with individual settings.
Q: Performance impact?
Minimal. The mod is megabase-optimized since v5.8.0 with unified on_tick handler, type-filtered entity search (up to 90% faster), settings caching, adaptive scanning, and smart multiplayer distribution.
Changelog
v5.8.2
- Fixed remote view compatibility: all systems now use character's physical surface/position
v5.8.1
- Fixed Auto-Defense consuming termite ammo
- Added wrong ammo and empty ammo warnings with configurable interval
- Active Emitter Mode support for Nano Monitor
- Factorio 2.0 API audit: fixed get_upgrade_target/quality, revive(), get_contents(), pcall patterns
v5.8.0
- 15 performance optimizations
- Fixed ghost building (SafeEntity.revive Factorio 2.0 format)
- Fixed config require error in auto_defense
v5.7.1
- Fixed nanobots not working when personal roboport toggled OFF
v5.7.0
- Statistics GUI (Alt+H), Combat Priority Mode, Auto-Enable on Combat
- Adaptive Scan Interval, Low Nano Charge Warnings, Square Area Visualization
Credits
Original mod by Nexela. Updated for Factorio 2.0.
License
MIT License